If you're shooting for blending two meshes together, you don't want transparency at all, you'll want to use a world-space texture projection and vertex colour blending. It will also save on render cost instead of rendering translucency. The major problem is that forward-rendering transparency has issues with figuring out…
By coincidence, I found Martin Palko's website which has a really nice Triplanar shader explanation and material: http://www.martinpalko.com/Tutorials/TriplanarMapping/TriplanarMapping.html (this is the triplanar shader that I am using now). How much more "expensive" is it if I enable "Per-pixel camera vector" so that I am…